Assessment information gathering system

ABSTRACT

An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is “Good” or “Bad” during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results.

The present disclosure relates to subject matter contained in JapanesePatent Application No. 2011-120385, field on May 30, 2011, thedisclosure of which is expressly incorporated herein by reference in itsentirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to an assessment information gatheringsystem capable of giving assessment on game content with a simpleoperation in real-time, a server used in the system, and an aggregatedresult display system capable of aggregating information gathered by theassessment information gathering system and displaying the aggregatedresult thereof.

2. Description of Related Art

In the related art, a networked game in which a plurality of players canplay the same game simultaneously using different game terminals via acommunication network such as the Internet is provided. In the networkedgame, a plurality of players can progress the game while cooperating orcompeting with other players, and the plurality of players can playfreely with their own intention.

In the networked game, a play log which is the history of the actionstaken by the plurality of players is stored in a server, and the playlog is used for extracting improper acts, correcting the content of thenetworked game, and developing new games. However, when only the historyof the actions of players is stored, there is a problem in that it isdifficult to understand what assessment the player has given such aswhether the player felt the game interesting or boring at that time.

For example, a technique of designating the notice of hazard to ahazardous object observed by a player in a virtual world, aggregatingthe designations, and assigning the degree of hazard is proposed (forexample, Japanese Patent Application Laid-Open (JP-A) No. 2009-233174).Moreover, a game system in which assessment information of the gamecontent during reproduction of the game content is recorded incorrelation with game reproduction data so that the feeling on the gamecontent can be shared with other users even when a user is watching thereproduced game content is proposed (for example, Japanese PatentApplication Laid-Open (JP-A) No. 2010-239991).

However, the invention disclosed in JP-A No. 2009-233174 is configuredto aggregate the degree of hazard by the report of a player even when amalicious player is present, but is not configured to aggregate thefeelings that the player has a good or bad feeling on the game content.Moreover, the invention disclosed in JP-A No. 2010-239991 is configuredto input the feeling on the game content when the user is reproducingthe game content, but is not configured to input assessment duringplaying of the game in real-time. As above, there is no system capableof allowing a player (including a tester that plays a trial game whendeveloping a game) to input emotional assessment such as “Good” or “Bad”during playing of the game with a simple operation in real-time.

An object of the present invention is to provide an assessmentinformation gathering system capable of giving assessment on the gamecontent with a simple operation in real-time when a player or a testerfeels that the game content is “Good” or “Bad” during the playing of thegame. Another object of the present invention is to provide anassessment information gathering system capable of giving assessment onmusic or film content with a simple operation when a user watching thecontent feels that the content is “Good” or “Bad” when enjoying thecontent stored in a recording medium such as a CD or a DVD of the musicor the film.

SUMMARY OF THE INVENTION

The present invention relates to an assessment information gatheringsystem which comprises a content reproducing device including an inputdevice, and a server connectable to the content reproducing device via acommunication network, and which gathers assessment information onassessment on content when reproducing content, wherein: the contentreproducing device includes an assessment information receptor thataccepts assessment information on assessment on content underreproduction in accordance with an input operation on the input device,of a user, and an information transmitter that transmits the assessmentinformation accepted by the assessment information receptor and contentinformation on content under reproduction at the time of accepting theassessment information to the server, and the server includes aninformation receiver that receives the assessment information and thecontent information from the content reproducing device, and aninformation storage that stores the assessment information and thecontent information received by the information receiver in correlation.

The user can give assessment on the content with a predetermined simpleoperation in real-time when the user feels that the content is “Good” or“Bad” when reproducing the content recorded in a recording medium suchas a CD or a DVD of music or a film as well as a game with a contentreproducing device. Moreover, since the assessment information is storedin correlation with the content, it is possible to gather the assessmentinformation of the content in the game in a seamless manner.

In the present invention, it is preferable that the server transmits theassessment information and the content information to a web server incorrelation based on the information stored in the information storage.

Since the information on the content as well as the assessmentinformation input by the user reproducing the content of a game, a film,or music with a content reproducing device is transmitted to the webserver, it is possible to display the input assessment information tothe page of a social networking system (SNS) or a blog managed by theuser. Moreover, it is possible to display the content itselfcorresponding to the assessment information. Thus, a viewer viewing theSNS or the blog can understand the content and the correspondingassessment input by the user.

In the present invention, it is preferable that the server includes asynchronization controller that controls so that the reception of theinformation by the information receiver and the transmission of theinformation to the web server by the information transmitter areperformed synchronously.

Since the information on the content as well as the assessmentinformation input by the user reproducing the content of a game, a film,or music with a content reproducing device are transmitted to the webserver, and the reception of the assessment information and the contentinformation in the server and the transmission to the web server areperformed synchronously, the viewer viewing the SNS or the blog canunderstand the content and the corresponding assessment input by theuser in real-time.

The present invention also relates to an assessment informationgathering system which includes a game device including an input deviceand a server connectable to the game device via a communication network,and which gathers assessment information on assessment on the content ofa game in a networked game where the game progresses in accordance withan input operation on the input device, of a player, wherein: the gamedevice includes an assessment information receptor that accepts theassessment information on the assessment on the content of the game bythe player in accordance with the input operation on the input device,of the player, an operator guidance information receptor that acceptsoperator guidance information on an operator guidance for progressingthe game in accordance with the input operation on the input device, ofthe player, and an information transmitter that transmits the assessmentinformation and the operator guidance information to the server, and theserver includes an information receiver that receives the assessmentinformation and the operator guidance information from the game device,a game progressor that progresses the game based on the operatorguidance information received by the information receiver, and aninformation storage that stores the assessment information received bythe information receiver in correlation with the operator guidanceinformation and/or game progress status information on a progress statusof the game progressed by the game progressor.

It is possible to give assessment on the game with a predeterminedsimple operation in real-time when a player or a tester feels that thegame is “Good” or “Bad” during the playing of the game. Moreover, in aplay mode where the game is progressed with the player's operation or ina movie mode where a predetermined animation is automatically displayedin line with the storyline of the game regardless of the player'soperation, since the assessment information is stored in correlationwith the content, it is possible to gather the assessment information onthe content in the game in a seamless manner.

In the present invention, it is preferable that the server includes anassessment information storage that stores the assessment informationand assessment information received time when the assessment informationis received by the server in correlation, and an operator guidanceinformation storage that stores the operator guidance information andoperator guidance information received time when the operator guidanceinformation is received by the server in correlation, and wherein theinformation storage stores the assessment information corresponding tothe assessment information received time based on the assessmentinformation received time and the operator guidance information receivedtime in correlation with the operator guidance information correspondingto the operator guidance information received time.

Since the information on the assessment on the game is stored incorrelation with the time when the assessment information was input, andthe operator guidance information input substantially at the same timeas the assessment information is specified, it is possible to specify anoperator guidance corresponding to the assessment information andcorrelate the assessment information and the operator guidanceinformation. For example, when a certain player fails to input anoperation, and a player belonging to the same party as the player inputs“Bad Assessment,” it is possible to correlate these two events.

In the present invention, it is preferable that the server includes theassessment information storage that stores the assessment information incorrelation with the assessment information received time when theassessment information is received by the server, and a game progressstatus information storage that stores the game progress statusinformation in correlation with time corresponding to a game progressstatus, and wherein the information storage stores the assessmentinformation corresponding to the assessment information received timebased on the assessment information received time and the time incorrelation with the game progress status information corresponding tothe time.

Since the information on the assessment on the game is stored incorrelation with the time when the assessment information was input, andthe game progress status information input substantially at the sametime as the assessment information is specified, it is possible tospecify the game progress status corresponding to the assessmentinformation and correlate the assessment information and the gameprogress status information. For example, when a player character knocksdown an enemy character to acquire a useful and valuable item, and theplayer character input “Good Assessment” in relation to this event, itis possible to correlate these two events. Moreover, in a virtual combatbetween the enemy character and the player character, when the playercharacter receives severe damage from the enemy character, and theplayer character inputs “Bad Assessment” in relation to this event, itis possible to correlate these two events.

In the present invention, it is preferable that the input deviceincludes a plurality of operating buttons, and the input operation ofthe assessment information by the assessment information receptor isexecuted by pressing of one of the operating buttons.

For example, among the plurality of operating buttons of the inputdevice, “Good button” is allocated to a specific single operatingbutton, and “Bad button” is allocated to another operating buttondifferent from the above operating button. When the “Good button” ispressed, “Good Assessment” which is desirable assessment is given to thecontent of the game in progress. When the “Bad button” is pressed, “BadAssessment” which is undesirable assessment is given to the content.When one of the “Good button” and the “Bad button” is pressed, theassessment information is transmitted to the server and stored on theserver. As above, the player can give assessment on the content of thegame in real-time by a simple operation of just pressing one operatingbutton.

In the present invention, it is preferable that the server includes anassessment information classifier that classifies the assessmentinformation stored in the information storage in accordance with thecontent of the correlated operator guidance information and/or thecorrelated game progress status information, and an assessmentinformation aggregator that aggregates the number of classifiedassessment information for each piece of operator guidance informationand/or each piece of game progress status information.

The assessment on the game content input by the player can be classifiedfor each of the content of the operator guidance information and thegame progress status information and aggregated, and the obtainedanalysis result can be fed back to the game developer. For example, inthe case of a role-playing game (RPG) in which a player character isgrown by performing a combat with an enemy character to acquire anexperience point, it is possible to understand which area in the fieldwithin a virtual space has high popularity to the player. Moreover, whenthe player character attacks the enemy character, it is possible tounderstand which attack has high popularity to the player. Content whichgained high ratings from many players may be aggressively advertized toother players, and content gained low ratings may be improved.

In the present invention, it is preferable that the server includes anattribute storage that stores player attribute information on anattribute of the player and/or player-character attribute information ona player character operated by the player, and wherein the assessmentinformation aggregator aggregates the assessment information for eachpiece of player attribute information and/or each piece ofplayer-character attribute information stored in the attribute storage.

Moreover, by comparing the attribute such as an age, a sex, and a job ofthe player with the assessment on the game content, it is possible toclearly understand a difference in preference depending on the player'sattribute. Moreover, the attribute of the player character may becompared with the assessment on the game content. For example, in thecase of a game in which a player freely creates a player character to beoperated by the player at the time of starting the game, the result ofthe assessment on the content in the game may be different depending onan attribute such as the tribe that determines the tendency of afundamental status such as the physical or magical power of the playercharacter, an item equipped to the player character, or a job thatdetermines the tendency of selectable special attacks or magic.

The present invention relates to a server which is connected to a gamedevice including an input device via a communication network, and whichgathers assessment information on assessment on the content of a game ina networked game in which the game progresses in accordance with aninput operation on the input device, of a player, comprising: anassessment information receptor that accepts the assessment informationon the assessment on the content of the game by the player, input to thegame device in accordance with the input operation on the input device,of the player; an operator guidance information receiver that receivesoperator guidance information on an operator guidance for progressingthe game, input to the game device in accordance with the inputoperation on the input device, of the player from the game device; agame progressor that progresses the game based on the operator guidanceinformation received by the operator guidance information receiver; andan information storage that stores the assessment information receivedby the assessment information receptor in correlation with the operatorguidance information and/or game progress status information on aprogress status of the game progressed by the game progressor.

The present invention also relates to an aggregated result displaysystem comprising: a game device including an input device; a serverwhich is connected to the game device via a communication network, andwhich gathers assessment information on assessment on the content of agame in a networked game in which the game progresses in accordance withan input operation on the input device, of a player and aggregates theassessment information for each player; a web server which is connectedto the server via the communication network, and which receives anaggregated result of the assessment information from the server; and aclient terminal which is connected to the web server via thecommunication network, which can access the web server to display apredetermined website, and which includes a display device, wherein: thegame device includes an assessment information receptor that accepts theassessment information on the assessment on the content of the game bythe player in accordance with the input operation on the input device,of the player, an operator guidance information receptor that acceptsoperator guidance information on an operator guidance for progressingthe game in accordance with the input operation on the input device, ofthe player, and an information transmitter that transmits the assessmentinformation and the operator guidance information to the server, theserver includes an information receiver that receives the assessmentinformation and the operator guidance information from the game device,a game progressor that progresses the game based on the operatorguidance information received by the information receiver, aninformation storage that stores the assessment information received bythe information receiver in correlation with the operator guidanceinformation and/or game progress status information on a progress statusof the game progressed by the game progressor, an assessment informationclassifier that classifies the assessment information stored in theinformation storage in accordance with the content of the correlatedoperator guidance information and/or the correlated game progress statusinformation, an assessment information aggregator that aggregates thenumber of classified assessment information for each player and eachpiece of operator guidance information and/or each piece of gameprogress status information, a player identification informationreceiver that receives player identification information from a webserver, an aggregated result specifier that specifies an aggregatedresult by the assessment information aggregator in relation to theplayer identified by the player identification information received bythe player identification information receiver, and an aggregated resulttransmitter that transmits the aggregated result specified by theaggregated result specifier to the web server, the client terminalincludes a requestor to send that requests transmission of displayinformation to the web server, a display information receiver thatreceives the display information from the web server, and a websitedisplayer that displays a website on a display screen based on thedisplay information received by the display information receiver, andthe web server includes a request to send receptor that accepts therequest to transmit the display information from the client terminal, aplayer identification information transmitter that transmits informationfor identifying a player, of which the aggregated result of theassessment information is to be displayed, in accordance with aprescribed program when the request to send receptor accepts the requestto transmit the display information to the web server from the clientterminal, an aggregated result receiver that receives the aggregatedresult from the server, a display information generator that generatesthe display information to be transmitted to the client terminal basedon the aggregated result received by the aggregated result receiver, anda transmitter that transmits the display information generated by thedisplay information generator to the client terminal.

The assessment information input when the player plays a game can bedisplayed on the page of the SNS or the blog managed by the player. Whena viewer accesses the page of the SNS or the blog of the player, anaggregated result transmission request is transmitted from the webserver to the server in which the assessment information is aggregatedand stored, and the aggregated result is transmitted to the web server.Moreover, when the web server transmits display information fordisplaying the aggregated result to the client terminal, the viewer canview the aggregated result of the assessment information via a browser.

BRIEF DESCRIPTION OF THE DRAWING

FIG. 1 is an example of a block diagram illustrating a configuration ofa networked game system according to an embodiment of the presentinvention;

FIG. 2 is an example of a block diagram illustrating a configuration ofa game device according to an embodiment of the present invention;

FIG. 3 is an example of a diagram illustrating an appearance of acontroller provided to the game device according to the embodiment ofthe present invention;

FIG. 4 is an example of a block diagram illustrating a configuration ofa server according to an embodiment of the present invention;

FIG. 5 is an example of a flowchart of play-log storage processing in anassessment information gathering system according to an embodiment ofthe present invention;

FIG. 6 is an example of a flowchart of assessment information storageprocessing in the assessment information gathering system according tothe embodiment of the present invention;

FIG. 7 is an example of a diagram illustrating an example of a displayscreen of the game device according to the embodiment of the presentinvention;

FIG. 8 is an example of a conceptual diagram of a play log according toan embodiment of the present invention;

FIG. 9 is an example of a flowchart of analysis processing in a serveraccording to an embodiment of the present invention;

FIG. 10 is an example of a diagram illustrating an example of anassessment information table according to an embodiment of the presentinvention;

FIG. 11 is an example of a flowchart of aggregated result displayprocessing in an aggregated result display system according to anembodiment of the present invention;

FIG. 12 is an example of a diagram illustrating an example of My Page ofa social networking service according to an embodiment of the presentinvention;

FIG. 13 is an example of a flowchart of assessment information storageprocessing according to an embodiment of the present invention; and

FIG. 14 is an example of a conceptual diagram illustratingcorrespondence between a field map within a virtual space in which aplayer character can move and a game progress status ID in an embodimentof the present invention.

DETAILED DESCRIPTION OF EMBODIMENTS

Hereinafter, an embodiment of the present invention will be describedwith reference to the accompanying drawings. FIG. 1 is an example of ablock diagram illustrating a configuration of a networked game systemaccording to an embodiment of the present invention. As illustrated inFIG. 1, the networked game system includes a plurality of game devices 1(game devices 1 a, 1 b, . . . , and 1 z) operated by a plurality ofplayers (players A, B, . . . , and Z), a server 2, and a communicationnetwork 3. The game device 1 is connected to the server 2 via thecommunication network 3. The game device 1 may not be always connectedto the server 2 but may be connectable to the server 2 as necessary.

Assessment information and operator guidance information input by theplayers using the plurality of game devices 1 are transmitted to theserver 2. Based on the transmitted operator guidance information, gameprogressing processing such as a virtual combat between a playercharacter and an enemy character controlled by a control section or theoccurrence of an event is executed in the server 2 in accordance with aprescribed program. The result of the computation in the server 2 istransmitted to the respective game devices 1. Based on the transmittedcomputation result, a game image obtained by perspective transformationof a virtual 3-dimensional space on a virtual screen within the gamedevice 1 is displayed on a display screen of each of the game devices 1.

FIG. 2 is an example of a block diagram illustrating a configuration ofa game device according to an embodiment of the present invention. Thegame device 1 includes a control section 11, a random access memory(RAM) 12, a hard disk drive (HDD) 13, a sound processing section 14, agraphic processing section 15, a DVD/CD-ROM drive 16, a communicationinterface 17, and an interface section 18, which are connected to eachother by an internal bus.

The control section 11 includes a central processing unit (CPU) and readonly memory (ROM). The control section 11 executes programs stored inthe HDD 13 or a recording medium 25 and controls the game device 1.Moreover, the control section 11 includes an internal timer formeasuring time. The RAM 12 is a work area of the control section 11. TheHDD 13 is a storage area for storing programs and data.

The DVD/CD-ROM drive 16 can mount a recording medium 25 storing a gameprogram, such as a DVD-ROM or a CD-ROM. The recording medium 25 storesprograms and data for performing a game. By the DVD/CD-ROM drive 16, theprograms and data necessary for the progress of a game are read from therecording medium 25 and loaded to the RAM 12.

The control section 11 performs the reading of the programs and datanecessary for the progress of the game from the RAM 12. The controlsection 11 processes the programs and data loaded to the RAM 12 tothereby output a sound output instruction to the sound processingsection 14 and output a rendering command to the graphic processingsection 15.

The sound processing section 14 is connected to a sound output device 22which is a speaker. When the control section 11 outputs the sound outputinstruction to the sound processing section 14, the sound processingsection 14 outputs a sound signal to the sound output device 22.

The graphic processing section 15 is connected to the display device 23.The display device 23 includes a display screen 24. When the controlsection 11 outputs the rendering command to the graphic processingsection 15, the graphic processing section 15 expands an image to aframe memory (frame buffer) 19 and outputs a video signal for displayingan image on the display screen 24. The graphic processing section 15executes rendering of one image in units of frames. One frame period ofan image is 1/30 second, for example.

The interface section 18 is connected to an input section (controller)21 and a memory card slot 20. The input information from the inputsection 21 by the player is stored in the RAM 12, and the controlsection 11 executes various types of computation based on the inputinformation. Moreover, the interface section 18 performs processing ofstoring data relating to the game progress status stored in the RAM 12in a memory card 27 and processing of reading the data stored in thememory card 27 and transmitting the data to the RAM 12 in accordancewith the instruction from the control section 11.

The communication interface 17 is connected to the communication network3 with or without wires and transmits or receives the operator guidanceinformation and the game progress status information to or from theserver 2 as necessary. Moreover, the communication interface 17 can alsocommunicate with other game devices 1 by wireless via a communicationunit including an antenna 26.

FIG. 3 is an example of a diagram illustrating an example of the inputsection (controller) 21 provided to the game device according to theembodiment of the present invention. A controller body 30 includes across-key 31 on the left side of the front surface thereof and a buttongroup 32 on the right side. The cross-key 31 includes an UP key 31 a, aRIGHT key 31 b, a DOWN key 31 c, and a LEFT key 31 d, and the buttongroup 32 includes an A button 32 a, a B button 32 b, a Y button 32 c,and an X button 32 d. Moreover, a SELECT button 36 and a START button 37are provided at the central portion of the input section 21.Furthermore, a plurality of buttons such as an L-button 34 and anR-button 35 are provided on the side portion of the input section 21.Moreover, joysticks 33 a and 33 b are provided on the bottom-right sideof the cross-key 31 and the bottom-left side of the button group 32,respectively.

When a pressing force is applied to these respective buttons, thecorresponding switches are turned on. A detection signal correspondingto the ON/OFF of the switch is generated in the input section 21.Moreover, a detection signal corresponding to the tilt direction of thejoystick 33 is generated in the input section 21.

The detection signals of the switches generated in the input section 21are supplied to the interface section 18 and are used as detectioninformation representing which button is turned on. Moreover, in thecase of the joystick 33, the detection signals of the joysticks are usedas the detection information representing the state of the joystick 33.In this way, the operator guidance input to the input section 21 by theplayer is supplied to the game device 1.

For example, when the player operates the cross-key 31 and the joystick33, the player can move a player character within a virtual space,select an action to be executed by the player character, and move theposition and direction of a virtual camera. Moreover, when the playerpresses the button group 32, the player can determine and cancel theaction selected with the cross-key 31 or display a predetermined windowon the display screen. Moreover, when the player presses the R-button 35or the L-button 34, the player can input “Good Assessment” or “BadAssessment,” respectively. In this way, it is possible to inputassessment information on assessment on the game content with a simpleoperation just by pressing a button such as the R-button 35 and theL-button 34 without performing a complex operation, particularly, anoperation of selecting something.

FIG. 4 is an example of a block diagram illustrating a configuration ofa server according to the embodiment of the present invention. Theserver 2 includes a control section 41, a RAM 42, a HDD 43, and acommunication interface 44, which are connected to each other by aninternal bus. The control section 41 includes a CPU and ROM, andexecutes programs stored in the HDD 43 to control the server 2.Moreover, the control section 41 includes an internal timer formeasuring time. The RAM 42 is a work area of the control section 41. TheHDD 43 is a storage area for storing programs and data. The controlsection 41 reads programs and data necessary for the progress of a gamefrom the RAM 42 and performs processing of progressing the game based onthe operator guidance information received from the game device 1.

The communication interface 44 is connected to the communication network3 without or with wires and is capable of transmitting and receiving theoperator guidance information, the game progress status information, andthe assessment information such as “Good Assessment” or “Bad Assessment”to and from the game device 1 as necessary.

Next, play-log storage processing of storing a play log including theassessment information will be described. Although the present inventioncan be applied to massively multiplayer online role-playing games(MMORPGs), MORPGs, and other online games, in this example, a case wherethe present invention is applied to an MMORPG will be mainly described.FIG. 5 is an example of a flowchart of the play-log storage processingaccording to an embodiment of the present invention. Moreover, FIG. 7 isan example of a diagram illustrating an example of a display screen ofthe game device according to the embodiment of the present invention.

The game device 1 and the server 2 communicate with each other via thecommunication network 3, whereby the game progresses. As illustrated inFIG. 7, a game screen display region 51 obtained by perspectivetransformation of a virtual 3-dimensional space on a virtual screen, anaction command display window 52 capable of displaying action commandsto be executed by the player character and allowing the player to selectan action command with a cursor, a status information display window 53for displaying the status of the player character, and an input sectioncorrespondence display window 54 for displaying the correspondencebetween the keys/buttons of the input section 21 and the operationresult are provided on the display screen 24 of the game device 1operated by the player. In the game screen display region 51, a playercharacter 55 b operated by another player and an enemy character 55 coperated by the control section 11 are displayed in addition to theplayer character 55 a operated by the player itself. Moreover, the name“Murabito” of a player character and the remaining physical power andmagical power are displayed in the status information display window 53.

The player operates the input section 21 of the game device 1 whileviewing the display screen 24. When the player presses the cross-key 31and the operating button 32, the control section 11 can accept inputinformation including the operator guidance information and theassessment information (step S1). The operator guidance informationincludes information on the movement of the player character, the actionto be performed by the player character, or the change of the positionand direction of a virtual camera.

In order to allow the player to input the assessment information forexpressing the player's feeling, a cross-key correspondence display 54a, an L-button correspondence display 54 b, an R-button correspondencedisplay 54 c, and a button group correspondence display 54 d aredisplayed on the input section correspondence display window 54.Moreover, the functions when the cross-key 31, the L-button 34, theR-button 35, and the button group 32 are pressed are described in theinput section correspondence display window 54. In this case, “BadAssessment” is input in the L-button correspondence display 54 b whenthe L-button 34 is pressed. “Good Assessment” is input in the R-buttoncorrespondence display 54 c when the R-button 35 is pressed.

For example, when the player character has to wander about by movingfrom field to field in the virtual space before reaching a destinationbecause the terrain is complex, or when the player character hasdifficult in advancing because a strong enemy character frequentlyappears in a particular area, the player presses the L-button 34 toinput “Bad Assessment.” On the other hand, when the player characterfinds a place with many treasure boxes by moving from field to field inthe virtual space, or when the player character finds an enemy characterfrom which a larger experience point necessary for improving the statusor the level of the player character can be obtained, the player pressesthe R-button 35 to input “Good Assessment.”

In addition to the above, when the player character performs a virtualcombat with a boss character having a stronger offensive power thangeneral enemy characters, and the player character receives seriousdamage by the attack of the boss character, the player presses theL-button 34 to input “Bad Assessment.” On the other hand, when theplayer character attacks the boss character to cause severe damage tothe boss character, or when the player character recovers much of thedamage of an ally character using a recovery magic, the player pressesthe R-button 35 to input the “Good Assessment.”

The operator guidance information and the assessment informationaccepted by the game device 1 are transmitted to the server 2 (step S2),and the server 2 receives the input information input to the game device1 (step S3). The server 2 receives these information items from aplurality of game devices 1. Subsequently, in the server 2, computationfor progressing the game in accordance with a predetermined game programis executed (step S4). For example, the game progresses by allowing theplayer character to move on the field of a virtual 3-dimensional spaceand attack an enemy character or use items.

In step S4, when the game progressing processing is executed, theassessment information, the operator guidance information, and the gameprogress status information are stored in the HDD 13 of the server 2(step S5). The assessment information and the operator guidanceinformation are stored in correlation with the time when the informationwas received by the server 2.

When a virtual world is composed of a plurality of stages, and the gameprogresses while the player character moves between the stages, a stagenumber for specifying a stage where the player character is present anda positional coordinate of the player character in the stage are storedas the game progress status information. In addition to the above, thepositional coordinates of other player characters operated by the otherplayers and the enemy character, actions such as attacks of respectivecharacters and the use of items, the amount of damage or recovery of theplayer character or the enemy character as the result of the actions ofthe respective characters, a change of the character status such as anexperience point, HP (physical power of the player character), or MP(magical power of the player character), and information on the itemacquired or used are recorded.

The game progress status information is also stored in correlation withtime. The positional coordinate of the player character can be stored incorrelation with the time when the player character was at thatpositional coordinate. For example, when a certain event occurs, such aswhen the player character or the enemy character receives damage,recovers, or collapses, when the level of the player character rises, orwhen the player character acquires a specific item, the time when theevent occurred is stored. In this case, the ID of the character havingreceived the damage, the value of the damage, and the time when thedamage was received are stored.

Subsequently, the game progress status information is transmitted fromthe server 2 to the game device 1 (step S6). When the game device 1receives the game progress status information (step S7), perspectivetransformation processing is performed on the virtual 3-dimensionalspace so that the game screen corresponding to the content of theprogressed game is displayed on the display screen of the game device 1(step S8). The series of processing of steps S1 to S8 is repeated foreach frame.

In FIG. 5, although a case where the assessment information and theoperator guidance information are transmitted in real-time from the gamedevice 1 to the server 2 has been described, since the assessmentinformation does not always need to be transmitted in real-time to theserver 2, the assessment information may be stored in the game device 1and then transmitted to the server 2. In particular, when thecommunication is congested, only the information necessary for the gamedevice 1 and the server 2 to progress the game synchronously istransmitted and received in real-time, and the assessment information istransmitted when the communication is not congested. In this way, it ispossible to prevent the delay of communication speed and the occurrenceof communication errors.

FIG. 6 is an example of a flowchart of assessment information storageprocessing in an assessment information gathering system when theassessment information is stored in the game device and then transmittedto and stored in the server. First, the game device 1 and the server 2perform communication through the communication network 3, whereby thegame progresses.

The correspondence between the operating buttons and the functionsthereof as illustrated in FIG. 7 is displayed on the display screen 24of the game device 1. When the player operates the R-button 35 or theL-button 34 of the input section 21 of the game device 1, the input ofthe assessment information of “Good Assessment” or “Bad Assessment” isaccepted (step S11), and the assessment information accepted by the gamedevice 1 is stored in the RAM 12 (step S12). In this case, theassessment information is stored in correlation with the time when theinput of the information is accepted. The assessment information isstored in the RAM 12 of the game device 1 whenever the assessmentinformation is input. Moreover, when a predetermined transmissioncondition for transmitting the assessment information to the server 2 issatisfied (step S13), the assessment information and the acceptance timethereof are transmitted from the game device 1 to the server 2 (stepS14).

An example of the predetermined condition for transmitting theassessment information to the server 2 in step S13 includes a case wherethe volume of communication between the game device 1 and the server 2is a predetermined level or lower. By doing so, only necessaryinformation is transmitted and received, and the occurrence ofcommunication errors when the game device 1 and the server 2 aresynchronized can be prevented. In addition to the above, when the fieldon which the player character can move within the virtual 3-dimensionalspace is composed of a plurality of areas, the arrival of the playercharacter at the boundary point between two areas may be thepredetermined condition. In this case, the assessment information storedin the game device 1 is transmitted to the server 2 when the game datafor changing the play area is loaded in the game device 1.

In step S14, when the assessment information is transmitted to theserver 2, the server 2 receives the assessment information and theaccepted time of the assessment information (step S15), and theassessment information is stored in the HDD 43 (step S16).

As in the case of FIG. 6, even when the assessment information is storedin the game device 1, the predetermined condition is satisfied, so thatthe assessment information is transmitted to the server 2, the operatorguidance information necessary for the game device 1 and the server 2 toprogress the game, or the game progress status information istransmitted and received in real-time. In this way, informationnecessary as the play log is stored in the server 2.

FIG. 8 is an example of a conceptual diagram of a play log according tothe embodiment of the invention. The play log is one in which theassessment information and the operator guidance information input bythe player and the game progress status information are stored. Theassessment information and the operator guidance information are storedin correlation with the time when the assessment information and theoperator guidance information are received, and the game progress statusinformation is stored in correlation with the time when a certain eventoccurs during the progress of the game.

It can be understood from the play log of FIG. 8 that the gameprogresses as follows. The player character A attacks the enemycharacter C at 2011-01-01 09:00:00.00 (in the yyyy-mm-dd hh:mm:ss.ssformat; the same herein below), and the enemy character C receivesdamage of 40 points at 09:00:02.50. Moreover, the player ‘a’ operatingthe player character A inputs “Good Assessment” at 09:00:03.66. Theenemy character C performs a magical attack on the player characters Aand B at 09:00:07.75. As a result, the player characters A and B receivedamage in their physical points at 09:00:09:00, and fall into aparalyzed state where they may not take an action such as a movement oran attack for a predetermined period. Moreover, the player ‘a’ operatingthe player character A inputs “Bad Assessment” at 09:00:11.50, and theplayer ‘b’ operating the player character B inputs “Bad Assessment” at09:00:12.00.

Next, analysis processing of analyzing which one of the assessmentinformation items stored in the server 2 evaluates the content or resultof the game, is described below. FIG. 9 is an example of a diagramillustrating the flowchart of the analysis processing in the serveraccording to the embodiment of the invention. When the player inputsassessment information a, a log regarding the game progress status as ofthe time earlier than the time when the assessment information a wasaccepted is specified with reference to the play log (step S21).

An example of the information stored as the log regarding the gameprogress status includes a stage number specifying a stage where theplayer character is present and the positional coordinate of the playercharacter at that stage. Moreover, the log when a certain event occurredsuch as when the player character or the enemy character receivesdamage, recovers, or collapses, when the level of the player characterrises, or when the player character acquires a specific item may bestored. Moreover, in the case of a movie (animation) mode in which apredetermined animation is automatically displayed in line with thestoryline of the game regardless of the player's operation, the movienumber and the play time may be stored as the log regarding the gameprogress status.

Basically, step S21 specifies the log as of the time immediately beforethe assessment information a was accepted. However, when an event inwhich there is a high possibility that “Good Assessment” such asachievement of a quest which is a test provided to the player characteror an increase of level is input, immediately after which another eventoccurs, and immediately after which “Good Assessment” is input, the logregarding an event of high priority such as achievement of a quest or anincrease of level is specified.

When the log is specified, the assessment information α, the informationon the specified log, and the information (player character ID or thelike) on the player character who has input the assessment information αare stored in an assessment information table in correlation (step S22).FIG. 10 is an example of an assessment information table according tothe embodiment of the invention. In the assessment information table 60,time 61, assessment information 62, player character ID 63, and loginformation 64 are stored. In the time 61, the time when the assessmentinformation 62 was accepted is stored. In the assessment information 62,either “Good Assessment” or “Bad Assessment” is stored. The playercharacter ID 63 identifies the player character who has input theassessment information.

As the log information 64, the stage number specifying the stage wherethe player character is present, the positional coordinate of the playercharacter, the enemy character who is performing a virtual combat withthe player character, and the like are stored, for example. Moreover,the information on the occurrence of an event that the player characterhas imposed damage on the enemy character, that the player character hasacquired an item, or that the level of the player character has beenimproved may be stored. Moreover, in the case of a movie (animation)mode in which a predetermined animation is automatically displayed inline with the storyline of the game regardless of the player'soperation, the movie number and the play time may be stored as the loginformation 64.

When the log is specified in step S21, the logs to be extracted may berestricted to only the logs which occurred within a predetermineddistance from the position of the player character who has input theassessment information α. The logs occurred at positions separated by apredetermined distance or more from the position of the player characterdo not naturally express the feeling of the player. Moreover, byrestricting to within a predetermined distance, it is possible to reducethe load of the analysis processing.

Alternatively, when a plurality of player characters are playing bysetting parties, the logs to be extracted may be restricted to only logsregarding a party to which the player character belongs. In this way,the load of the analysis processing may be reduced.

The information stored in the assessment information table may beaggregated for each piece of operator guidance information. That is, itis possible to specify the number of times when “Good Assessment” or“Bad Assessment” was made for each operator guidance within apredetermined period. By aggregating the number in this way, it ispossible to understand which special attack performed on the enemycharacter by the player character results in an increase of the numberof times of “Good Assessment” and which magical attack results in anincrease of the number of times of “Bad Assessment.”

Moreover, similarly, the information stored in the assessmentinformation table may be aggregated for each piece of game progressstatus information. That is, it is possible to specify the number oftimes when “Good Assessment” or “Bad Assessment” was made for each pieceof game progress status information within a predetermined period. Byaggregating the number in this way, it is possible to understand whichstage results in an increase of the number of times of “Good Assessment”or “Bad Assessment,” or which virtual combat with the boss characterresults in an increase in the number of times of “Good Assessment” or“Bad Assessment.” In addition to the above, since the number of times of“Good Assessment” is different depending on the type of an item acquiredwhen the player character knocks down the enemy character, it ispossible to specify which item has a higher or lower popularity to theplayers. Moreover, the information stored in the assessment informationtable may be aggregated for each player character or each player.

Moreover, the player may emphasize the degree of “Good Assessment” or“Bad Assessment” by inputting assessment a plurality of times in thesame time. For example, when a player acquires a special item aftercompleting a virtual combat with a boss character, immediately afterwhich the player presses the R-button 35 five times to input “GoodAssessment,” it represents that the player gives “Rating 5.” Thus, whenthe player presses the R-button 35 five times to give “Rating 5,” itrepresents that the player gives a higher rating than when the playerpresses the R-button 35 three times to give “Rating 3.” As for items,enemy characters, and movie contents having high ratings or contenthaving low ratings, the rankings thereof may be displayed on an officialsite or the like of the assessment target game. The rankings areperiodically updated, and the player can understand content having highor low popularity to other players. Thus, it is possible to attract moreinterest in the game.

Moreover, when the assessment information is aggregated for each pieceof operator guidance information or each piece of game progress statusinformation, the assessment information may be classified for eachattribute of the player and then aggregated. Examples of the attributeof the player include a sex, an age, a job, a hobby, and the period ofexperience in the assessment target game. For example, it can beunderstood that when the sex of the player is male, the percentage of“Good Assessment” when a magic A is used is higher than when a magic Bis used, and that when the sex of the player is female, the percentageof “Good Assessment” when the magic B is used is higher than when themagic A is used.

Moreover, when the assessment information is aggregated for each pieceof operator guidance information or each piece of game progress statusinformation, the assessment information may be classified for eachattribute of the player character and then aggregated. Examples of theattribute of the player character include a tribe, a job, a level, andan equipped item of the player character. For example, it can beunderstood that when the job of the player character is “warrior,” thepercentage of “Good Assessment” when a normal attack is performed ishigher than when a special attack A is performed, and that when the jobof the player character is “knight,” the percentage of “Good Assessment”when the special attack A is performed is higher than when the normalattack is performed.

In the present invention, the player can display the assessmentinformation input when playing the game in the My Page of a socialnetworking service (SNS) or a blog managed by the player. In this case,plug-in software that enables the assessment information to be displayedis set in a setting window or the like of the SNS or the blog(hereinafter referred to as an SNS or the like).

FIG. 11 is an example of a diagram showing the flowchart of aggregatedinformation display processing in an aggregated information displaysystem according to the embodiment of the present invention. A webserver described later is connected to the server 2 via thecommunication network 3, and a client terminal is connected to the webserver via the communication network 3.

First, a user who wants to view the page of the SNS or the like of theplayer accesses, from a client terminal, a web server in which contentof the SNS or the like of the player and information on plug-in areaggregated. As a result, when a display information transmission requestis transmitted (step S31), the display information transmission requestfor displaying a web site transmitted from the client terminal isreceived by the web server (step S32). Subsequently, the assessmentinformation transmission request is transmitted from the web server tothe server 2 in which the assessment information is stored in accordancewith the set plug-in software (step S33).

The assessment information transmission request includes a player ID (orplayer character ID), a game ID, and the information on which assessmentinformation is to be transmitted. For example, plug-in softwarecorresponding to the preference of the player may be set in advance sothat only “Good Assessment” is to be transmitted, only the assessmentinformation on items is to be transmitted, or only the assessmentinformation on the competition with the boss character is to betransmitted. By doing so, the assessment information which can bedisplayed on the client terminal of the user who views the SNS or thelike can be determined in accordance with the preference of the user.

In step S33, when the assessment information transmission request istransmitted to the server 2, the server 2 receives the assessmentinformation transmission request (step S34). In the server 2, theassessment information gathered from the game device 1 is aggregated foreach game and each player, and the aggregated result corresponding tothe game ID and the player ID included in the assessment informationtransmission request is specified (step S35). The specified aggregatedresult is transmitted to the web server (step S36), and the web serverreceives the aggregated result (step S37). Subsequently, the web servergenerates display information for displaying a web page of the SNS orthe like including the received aggregated result to the client terminal(step S38), and the generated display information is transmitted to theclient terminal (step S39). When the client terminal receives thedisplay information (step S40), the web page of the SNS or the like isdisplayed on the display screen of the client terminal via a browser(step S41). The aggregated result received from the web server isincluded in the displayed web page.

FIG. 12 is an example of a diagram illustrating an example of the MyPage of the SNS according to the embodiment of the present invention.For example, when a certain viewer views the SNS or the like managed bythe player, as described above in FIG. 11, the aggregated result of theassessment information in an online game, of the player characteroperated by the player is acquired from the server, and a web page ofthe SNS or the like is displayed in accordance with the acquiredaggregated result. The display screen 24 includes a profile display area71 for displaying the information on the user (who is also the player ofthe game) managing the SNS or the like, a content display area 72 fordisplaying the main contents (for example, a diary or the like) of theSNS or the like, and an aggregated result display area 73 for displayingthe aggregated result. For example, when “Murabito” who is the playercharacter competes with the boss character A, when the player pressesthe R-button 35 to which “Good Assessment” is allocated five times toinput “Rating 5,” a message, “Murabito gave “Rating 5” in thecompetition with the boss character A″ is displayed in the aggregatedresult display area 73 of the display screen 24. Thus, the viewer cancheck the aggregated result.

In step S33, the web server may transmit content informationtransmission request to the server 2 as well as the assessmentinformation transmission request. Here, the content information isinformation on the content of the assessment target game correspondingto the assessment information. For example, the content information isinformation on the game screen obtained by perspective transformationprocessing of the virtual 3-dimensional space with reference to avirtual camera at a predetermined position in accordance with the gameprogress status computed based on the operator guidance information orthe like input by the respective game devices 1. When receiving theassessment information transmission request and the content informationtransmission request, the server 2 transmits the assessment informationand the content information to the web server. Moreover, the displayinformation for displaying the assessment information and the contentinformation to the client terminal is transmitted to the clientterminal. In the client terminal, the assessment information and thecontent information are displayed on the display screen thereof.

In this case, the reception of the information on the game progress (forexample, the operator guidance information and the like) from the gamedevice 1 and the transmission of the information on the game screenobtained in line with the computed game progress status in the server 2are executed for each frame and controlled synchronously. As a result,in the client terminal, it is possible to view the game screencorresponding to the game progress status displayed on the displayscreen of the game device 1 in real-time. In the client terminal, by thestreaming technologies, information on the game screen is downloadedfrom the web server, and the game screen is reproduced. As a result, theviewer of the SNS or the like managed by the player can view theprogress status of the game operated by the player in real-time andunderstand the assessment input by the player in real-time. Thus, sincethe viewer can understand the time when the assessment was input by theuser, the viewer can understand whether the assessment of the user isidentical to that of the viewer. Thus, it is possible to furtherincrease the variety of the SNS or the like.

In the above embodiment, as illustrated in the flowcharts of theplay-log storage processing of FIG. 5 and the assessment informationstorage processing of FIG. 6, although the assessment information wasstored in correlation with time, the content in the game correspondingto the assessment in the assessment information may be specified usingthe content ID for identifying the game progress status in the gamedevice 1.

This case will be described below. FIG. 13 is an example of theflowchart of assessment information storage processing according to theembodiment of the present invention. FIG. 14 is an example of theconceptual diagram illustrating the correspondence between a field mapwithin the virtual space in which the player character can move and agame progress status ID described later in the embodiment of the presentinvention. First, the game device 1 and the server 2 performcommunication via the communication network 3, whereby the gameprogresses. The player presses the R-button 35 or the L-button 34 of theinput section 21 of the game device 1, whereby the input of theassessment information of “Good Assessment” or “Bad Assessment” isaccepted (step S51).

Subsequently, the content ID corresponding to the accepted assessmentinformation is specified based on the game progress status when theinput of the assessment information is accepted (step S52). In the caseof a play mode where the game is progressed by the operation of theplayer, the game progress status ID is specified as the content ID withreference to a game progress status identification table in advance inaccordance with the position of the player character within the virtualspace, an event such as a virtual combat or a chat with a non-playercharacter, or a game scenario or a quest occurring by the selection ofthe player.

As illustrated in FIG. 14, a field map 75 is divided into areas A to D,and a game progress status ID corresponding to each area is determinedin advance. Moreover, different game progress status IDs may be set tothe area A depending on whether a specific event such as a virtualcombat with the boss character 76 has occurred or not.

For example, in FIG. 14, a game progress status ID of ID1011 is set tothe area A before the virtual combat with the boss character 76 starts,a game progress status ID of ID1012 is set to the area A when thevirtual combat with the boss character 76 is being made, and a gameprogress status ID of ID1013 is set to the area A after the virtualcombat with the boss character 76 ends. The game progress status IDcorrelated with the assessment information is determined depending onthe time when the player presses the L-button 34 or the R-button 35.Moreover, ID1021, ID1031, and ID1041 are set to the areas B to D,respectively.

Moreover, in the case of a movie mode in which a predetermined animationis automatically displayed in line with the storyline of the gameregardless of the player's operation, when the assessment information isinput, a movie ID is specified as the content ID in step S52. The movieID is set in advance for each movie, and the movie ID is specified inaccordance with a movie reproduced when the assessment information wasaccepted. Moreover, one movie may be divided into a plurality of partsin accordance with the reproduction time, and different movie IDs may beprovided to respective parts. In this case, the movie ID is specifieddepending on the time when the assessment information was input duringthe reproduction of the movie. Thus, it is possible to understand whichpart of the movie has high rating or low rating.

The content ID specified in step S52 is correlated with the assessmentinformation, and the content ID and the assessment information aretransmitted from the game device 1 to the server 2 (step S53). When theassessment information is transmitted to the server 2 in step S53, theserver 2 receives the assessment information and the content ID (stepS54), and the assessment information and the content ID are stored inthe HDD 43 in correlation (step S55). The assessment information and thecontent ID stored in the server 2 are aggregated for each content ID oreach player and are utilized as necessary.

In the above embodiment, although a case where the present invention isapplied to the MMORPG has been described mainly, the present inventioncan be applied to other online games such as an action game, a shootinggame, or a simulation game as well as the RPG. Moreover, the presentinvention can be applied to a multiplayer online game (MO).

In the case of MMO, when the assessment information is transmitted fromthe game device to the server together with the ID of the player who hasinput the assessment information or the player character ID (ifnecessary, the time when the assessment information was input), theassessment information, the IDs, and the time are stored in the serverin correlation. Thus, it is possible to correlate the assessmentinformation with the information on the operator guidance of the playerand the game progress status information (that is, it is possible tospecify the target of the assessment). In the case of MO, theinformation on the operator guidance of the player, the playercharacter, and the progress information of the game such as thepositional coordinate of the competing character, an action, or theresult thereof are stored in the game device in addition to the timewhen the assessment information was input, and these information itemsare transmitted separately to the server. Moreover, these informationitems are stored in correlation with the player ID or the playercharacter ID. In this way, it is possible to aggregate the assessmentinformation.

In the above embodiment, although a case where the assessmentinformation input to the game device by the player is gathered has beendescribed mainly, assessment such as “Good Assessment” or “BadAssessment” may be input when the user watches content such as a film ormusic using a content reproducing device (for example, a CD player or aDVD player). In this case, the assessment information may be input usingremote controllers associated with these content reproducing devices.When the assessment on the film or the music is input, the content IDfor specifying the content such as the film or the music that isreproduced and the assessment information is stored in the contentreproducing device in correlation. Moreover, the reproduction time ofthe content when the assessment information was input may be stored incorrelation with the assessment information as necessary. Moreover,these information items stored in the content reproducing device aretransmitted to the server via the communication network, whereby theassessment information is gathered.

The assessment information gathered in the server can be viewed on theclient terminal via the web server in which the page of the SNS or thelike managed by the user are uploaded by the same method as describedabove. Moreover, the content information (audio data and video data ofthe music, the film, or the like) as well as the assessment informationmay be transmitted from the server to the web server, and the assessmentinformation and the content information may be viewed on the clientterminal. In this case, the reception of the assessment information andthe content information from the content reproducing device in theserver and the transmission of these information items in the web serverare controlled synchronously. In this way, the client terminal can viewthe assessment information and the content information in real-time.That is, when the user is listening or watching music or a film usingthe content reproducing device, the viewer can view the music and thefilm in pace with the progress of the user's watching using the clientterminal. Moreover, since the viewer can understand the time when theassessment was input by the user, the viewer can understand whether theassessment of the user is identical to that of the viewer. Thus, it ispossible to further increase the variety of the SNS or the like.

1. An assessment information gathering system which comprises a contentreproducing device including an input device, and a server connectableto the content reproducing device via a communication network, and whichgathers assessment information on assessment on content when reproducingcontent, wherein: the content reproducing device includes an assessmentinformation receptor that accepts assessment information on assessmenton content under reproduction in accordance with an input operation onthe input device, of a user, and an information transmitter thattransmits the assessment information accepted by the assessmentinformation receptor and content information on content underreproduction at the time of accepting the assessment information to theserver, and the server includes an information receiver that receivesthe assessment information and the content information from the contentreproducing device, and an information storage that stores theassessment information and the content information received by theinformation receiver in correlation.
 2. The assessment informationgathering system according to claim 1, wherein the server transmits theassessment information and the content information to a web server incorrelation based on the information stored in the information storage.3. The assessment information gathering system according to claim 2,wherein the server includes a synchronization controller that controlsso that the reception of the information by the information receiver andthe transmission of the information to the web server by the informationtransmitter are performed synchronously.
 4. An assessment informationgathering system which includes a game device including an input deviceand a server connectable to the game device via a communication network,and which gathers assessment information on assessment on the content ofa game in a networked game where the game progresses in accordance withan input operation on the input device, of a player, wherein: the gamedevice includes an assessment information receptor that accepts theassessment information on the assessment on the content of the game bythe player in accordance with the input operation on the input device,of the player, an operator guidance information receptor that acceptsoperator guidance information on an operator guidance for progressingthe game in accordance with the input operation on the input device, ofthe player, and an information transmitter that transmits the assessmentinformation and the operator guidance information to the server, and theserver includes an information receiver that receives the assessmentinformation and the operator guidance information from the game device,a game progressor that progresses the game based on the operatorguidance information received by the information receiver, and aninformation storage that stores the assessment information received bythe information receiver in correlation with the operator guidanceinformation and/or game progress status information on a progress statusof the game progressed by the game progressor.
 5. The assessmentinformation gathering system according to claim 4, wherein the serverincludes an assessment information storage that stores the assessmentinformation and assessment information received time when the assessmentinformation is received by the server in correlation, and an operatorguidance information storage that stores the operator guidanceinformation and operator guidance information received time when theoperator guidance information is received by the server in correlation,and wherein the information storage stores the assessment informationcorresponding to the assessment information received time based on theassessment information received time and the operator guidanceinformation received time in correlation with the operator guidanceinformation corresponding to the operator guidance information receivedtime.
 6. The assessment information gathering system according to claim4, wherein the server includes the assessment information storage thatstores the assessment information in correlation with the assessmentinformation received time when the assessment information is received bythe server, and a game progress status information storage that storesthe game progress status information in correlation with timecorresponding to a game progress status, and wherein the informationstorage stores the assessment information corresponding to theassessment information received time based on the assessment informationreceived time and the time in correlation with the game progress statusinformation corresponding to the time.
 7. The assessment informationgathering system according to claim 4, wherein the input device includesa plurality of operating buttons, and the input operation of theassessment information by the assessment information receptor isexecuted by pressing of one of the operating buttons.
 8. The assessmentinformation gathering system according to claim 4, wherein the serverincludes an assessment information classifier that classifies theassessment information stored in the information storage in accordancewith the content of the correlated operator guidance information and/orthe correlated game progress status information, and an assessmentinformation aggregator that aggregates the number of classifiedassessment information for each piece of operator guidance informationand/or each piece of game progress status information.
 9. The assessmentinformation gathering system according to claim 8, wherein the serverincludes an attribute storage that stores player attribute informationon an attribute of the player and/or player-character attributeinformation on a player character operated by the player, and whereinthe assessment information aggregator aggregates the assessmentinformation for each piece of player attribute information and/or eachpiece of player-character attribute information stored in the attributestorage.
 10. A server which is connected to a game device including aninput device via a communication network, and which gathers assessmentinformation on assessment on the content of a game in a networked gamein which the game progresses in accordance with an input operation onthe input device, of a player, comprising: an assessment informationreceptor that accepts the assessment information on the assessment onthe content of the game by the player, input to the game device inaccordance with the input operation on the input device, of the player;an operator guidance information receiver that receives operatorguidance information on an operator guidance for progressing the game,input to the game device in accordance with the input operation on theinput device, of the player from the game device; a game progressor thatprogresses the game based on the operator guidance information receivedby the operator guidance information receiver; and an informationstorage that stores the assessment information received by theassessment information receptor in correlation with the operatorguidance information and/or game progress status information on aprogress status of the game progressed by the game progressor.
 11. Anaggregated result display system comprising: a game device including aninput device; a server which is connected to the game device via acommunication network, and which gathers assessment information onassessment on the content of a game in a networked game in which thegame progresses in accordance with an input operation on the inputdevice, of a player and aggregates the assessment information for eachplayer; a web server which is connected to the server via thecommunication network, and which receives an aggregated result of theassessment information from the server; and a client terminal which isconnected to the web server via the communication network, which canaccess the web server to display a predetermined website, and whichincludes a display device, wherein: the game device includes anassessment information receptor that accepts the assessment informationon the assessment on the content of the game by the player in accordancewith the input operation on the input device, of the player, an operatorguidance information receptor that accepts operator guidance informationon an operator guidance for progressing the game in accordance with theinput operation on the input device, of the player, and an informationtransmitter that transmits the assessment information and the operatorguidance information to the server, the server includes an informationreceiver that receives the assessment information and the operatorguidance information from the game device, a game progressor thatprogresses the game based on the operator guidance information receivedby the information receiver, an information storage that stores theassessment information received by the information receiver incorrelation with the operator guidance information and/or game progressstatus information on a progress status of the game progressed by thegame progressor, an assessment information classifier that classifiesthe assessment information stored in the information storage inaccordance with the content of the correlated operator guidanceinformation and/or the correlated game progress status information, anassessment information aggregator that aggregates the number ofclassified assessment information for each player and each piece ofoperator guidance information and/or each piece of game progress statusinformation, a player identification information receiver that receivesplayer identification information from a web server, an aggregatedresult specifier that specifies an aggregated result by the assessmentinformation aggregator in relation to the player identified by theplayer identification information received by the player identificationinformation receiver, and an aggregated result transmitter thattransmits the aggregated result specified by the aggregated resultspecifier to the web server, the client terminal includes a requestor tosend that requests transmission of display information to the webserver, a display information receiver that receives the displayinformation from the web server, and a website displayer that displays awebsite on a display screen based on the display information received bythe display information receiver, and the web server includes a requestto send receptor that accepts the request to transmit the displayinformation from the client terminal, a player identificationinformation transmitter that transmits information for identifying aplayer, of which the aggregated result of the assessment information isto be displayed, in accordance with a prescribed program when therequest to send receptor accepts the request to transmit the displayinformation to the web server from the client terminal, an aggregatedresult receiver that receives the aggregated result from the server, adisplay information generator that generates the display information tobe transmitted to the client terminal based on the aggregated resultreceived by the aggregated result receiver, and a transmitter thattransmits the display information generated by the display informationgenerator to the client terminal.